Leap motion reddit1/23/2024 ![]() ![]() Prework article: Designing the Perfect VR Keyboard for Hand Tracking | by Danny Yaroslavski | Medium Who knows, maybe he’ll buy a Pimax so that he can work with you! I’m going to pass along a link to the YouTube of what you’ve got going to him, as well. Although he was working with a Quest, his work is worth checking out. There has been a gentleman working on a hand tracked keyboard layout. When you did that, I was actually surprised that it didn’t change. This should trigger the UI scale to increase or decrease. Put both hands in front of you, pinch both and move your hands apart. You made a gesture that screamed for an action. ![]() Now I know why changing the UI scale changes the position of the UI! Heh, I was gonna mention it as a bug. I hate coming up with things that just increase the workload, but I’m thinking that you’re going to need a menu/ui for allowing user customization of things like movement and click sensitivity. My! I’ve been waiting for hand tracking for a looong time! (lol, not really sure why to interact with sim cockpits, I guess) You are my new favorite person! Even without all the work you’re doing on Peetools! All it required was a bunch of tweaks and changes in the script They really made things more complicated than before, without any advantage, since you can actually still use the old UI plugin and simultanously benefit from all new features with the new Interaction engine. Nowadays, UltraHaptics use a different leap Motion interaction engine that requires the UI to be built in a specific way (box colliders everywhere, restricted use of Raycas targets etc), and if I used the latest engine, it would totally mess up the entire VRExperience and require crazy amount of time to just re-made the UI almost completely. With their solution, you would click on things by accident all the time, and scrollviews would be totally unusable.Īlso, Unity has changed loads of things when it comes to UI hierarchy since Leap Motion UI plugin for interaction was made, and it doesnt seem like the UI plugin is being updated anymore. I have no idea why Leap Motion made it this way, its totally useless for hand tracking UI interaction if you are not able to scroll properly. And believe it or not - by default with the Leap Motion UI plugin, clicks are made instantly upon press-down (retarded solution). Im trying to customize/tweak this a little using my own scripts, because without the tweaks, its even more sensitive. Yes the sensitivity is too high, especally when pinching. It feels really natural to use my hands instead of the index controllers! I’lll try more later today. Pinch mode is really, really sensitive, but that is ok. Horizontal tracking is about +/-40 degrees tops. Will post the thingiverse 3d model for leap motion mount tomorrow. so your hand will be always in focus, eliminating problem with switches below yoke, that you can only use if you sit far enough from your desk now with oculus touches.I can confirm hand tracking works really well on my OG Leap Motion. The advantage over oculus toches is that you actually always look at what you are switching/adjusting. I think leap motion is the perfect tracking device for all kinds of cockpit switches manipulation. It would be fantastic if LR implements in some near future native leap motion support. Similar question was raised for another game in steam community: I am not 3d designer or developer, and I think the result will be hands with no animation, but you should be able to use them same wawy as you would be using touch controllers. I think the "dirty" way at the moment is to replace steam VR vive controllers 3D models with actual hands models. I've scoured the forums, but there are more questions than answers.Ĭould you give me any advice on how to make this work? I really appreciate your help. I just cannot get my hands to appear in my virtual cockpit using Steam VR. The Leap Motion system works flawlessly on its own, using the Orion program and Leap Motion Visualizer. After manipulating the Config files per advice on the internet, I managed to get Leap Motion to manifest itself in the form of two virtual Vive contollers, but not my own hands. ![]() I've downloaded and installed the SteamVR Leap Motion driver published by Cbuchner. I've seen Leap Motion hands used in a cockpit using FlyInside with X Plane 11, but my attempt to install and use FlyInside always results in X Plane crashing and shutting down. ![]() This system works well, but I wish to incorporate Leap Motion so I can use my hands to manipulate cockpit switches instead of having to locate and manipulate a controller. I am running X Plane 11 with SteamVR and Oculus VR Goggles and Oculus controllers. ![]()
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